GTDAWG 10 Posted December 28, 2013 (edited) So why in the heck can the AI shoot through stone walls and tree trunks etc? And I cant shoot through grass? and an AI has to take at least 10 to 20 hits before going down? I though this issue was fixed a long time ago? Edited December 28, 2013 by GTDAWG Share this post Link to post Share on other sites
almanzo 144 Posted December 28, 2013 Everything in the game is penetrable, and you can do it as well. Check out this video Share this post Link to post Share on other sites
GTDAWG 10 Posted December 28, 2013 still don't explain why I cant kill an AI at about 10 feet through grass with a headshot? full clip and the AI wasn't even injured? And the rounds from an A pistol should not penetrate and go through the large trees or stone walls! even real life that is impossible. Large caliber, yes to some point but not small arms fire. Share this post Link to post Share on other sites
maturin 12 Posted December 28, 2013 Because you missed? And pistols weren't penetrating either trees or stone walls? You're just being confused by what's going on in the game. Share this post Link to post Share on other sites
GTDAWG 10 Posted December 28, 2013 I didn't miss, Ive been playing this game since OFP and know how to hit something so close lol. Ive even tweaked the settings on the AI and they still can penetrate anything? Share this post Link to post Share on other sites
froggyluv 2136 Posted December 28, 2013 Penetration aspect of this game is outstanding. Once I saw that even the engine block of a pickup was factored in, I was sold. There's absolutely no way you emptied a full clip into an enemy without him being injured so -calling exaggeration on that one. What is missing from the game is believable reaction by the AI to getting hit Share this post Link to post Share on other sites
maturin 12 Posted December 29, 2013 Make a video, then. Share this post Link to post Share on other sites
2nd ranger 282 Posted December 29, 2013 Pistols don't even penetrate tin fences. Rifle rounds barely do that. Share this post Link to post Share on other sites
mjolnir66 48 Posted December 30, 2013 It'd be nice if there was a bit more of an effect when rounds penetrate something, maybe like a cloud of dust in the rough colour of the object, or a shower of sparks if its a metal object just to tell us that its been penetrated. Share this post Link to post Share on other sites
delta99 34 Posted December 30, 2013 I didn't miss, Ive been playing this game since OFP and know how to hit something so close lol.Ive even tweaked the settings on the AI and they still can penetrate anything? Something is wrong with your setup. Perhaps a mod or something. Try running Vanilla. Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted December 30, 2013 AI has to take at least 10 to 20 hits before going down? Do we really need another thread about penetration of enemy armor, and response to rounds hitting the enemy. OP please search and use this thread in the future: http://forums.bistudio.com/showthread.php?169985-Soldier-protection Share this post Link to post Share on other sites
maturin 12 Posted December 30, 2013 It'd be nice if there was a bit more of an effect when rounds penetrate something, maybe like a cloud of dust in the rough colour of the object, or a shower of sparks if its a metal object just to tell us that its been penetrated. There is, just not on the exit side (you'll usually see some dust clip through to the far side, though). As for metal, there aren't sparks in real life. Share this post Link to post Share on other sites
mjolnir66 48 Posted December 30, 2013 There is, just not on the exit side (you'll usually see some dust clip through to the far side, though). As for metal, there aren't sparks in real life. There are, just not very visible at any distance in the light. Also there would be some spalling and debris blown out, just something to give feedback on it when you're trying to hide behind something. Share this post Link to post Share on other sites
scarecrow398 43 Posted December 31, 2013 There are, just not very visible at any distance in the light. Also there would be some spalling and debris blown out, just something to give feedback on it when you're trying to hide behind something. Pretty much all rounds are lead ball or copper/brass jacketing which are non sparking. Only steel cores or the burning phosphorus in tracer rounds could cause any sparking. Share this post Link to post Share on other sites
tinemem 11 Posted January 4, 2014 depends on the map. penetration value for rocks and other solids might be incorrect in the unofficial ports of takistan, etc. i've had people nail me with rifle through a 10x5x5 feet piece of rock. Share this post Link to post Share on other sites
GTDAWG 10 Posted January 10, 2014 Sorry, this is just an example of bad programming! And this is why this game hasn't been a great seller! Im just fed up with this kinda stuff after dishing out money with hopes of a game that is a good military sim. Share this post Link to post Share on other sites
maturin 12 Posted January 10, 2014 Sorry, this is just an example of bad programming!And this is why this game hasn't been a great seller! Im just fed up with this kinda stuff after dishing out money with hopes of a game that is a good military sim. Sorry, this is just an example of hallucinating consumers! Share this post Link to post Share on other sites
katipo66 94 Posted January 11, 2014 Sorry, this is just an example of bad programming!And this is why this game hasn't been a great seller! Im just fed up with this kinda stuff after dishing out money with hopes of a game that is a good military sim. I've used trees rocks and walls as cover, Where's the video? Share this post Link to post Share on other sites
thecoolsideofthepillow 22 Posted January 18, 2014 I see some of what OP is talking about. I've played since OPF also; I'm not the best, but I know when something is being hit. Especially in ARMA 3 when they really react to being hit (flinching). Some guys will go down in 1-2 shots about the head and chest. Others will take shot after shot after shot and merely flinch each time. I've had AI survive direct tank shells, even though the other units around them died just from the splash damage. Even my own avatar will sometimes be killed in one shot from a sidearm over 300m away, and other times I can take nearly a full magazine of 7.62 rounds to my upper body at close range and not even be hurt enough to slow down. I don't see the penetration stuff he's talking about (though the AI do often try to shoot through mountains/buildings even if they can't actually penetrate it). Share this post Link to post Share on other sites
delta99 34 Posted January 18, 2014 There are 2 issues being discussed here. One is penetration on converted maps to Arma3 that may or may not have proper values defined in materials etc. This is not the fault of Arma3 but the map objects themselves. The other is the damage model of the AI which is being tweaked continuously by BIS. Also, there are many weapon mods that have terribly defined damage values so you'll experience needing 10-20 rounds to take an AI down. Again, not an issue with the Arma3 engine but the mod definitions. Share this post Link to post Share on other sites
thecoolsideofthepillow 22 Posted January 18, 2014 This makes sense, as I do only see the above mentioned issues when playing online (where every server is basically a different mod). It's either that, or a combination of desync/lag. When just placing and spawning vanilla units and things in the editor, this doesn't seem to happen often if ever. Share this post Link to post Share on other sites
Gattobuono 10 Posted January 20, 2014 So why in the heck can the AI shoot through stone walls and tree trunks etc?And I cant shoot through grass? and an AI has to take at least 10 to 20 hits before going down? I though this issue was fixed a long time ago? Stock bullet damage is like playing airsoft, try this mod, it's a must have: http://www.armaholic.com/page.php?id=24204&highlight=BULLET%2BHITS%2BVALUE%2BARMA%2B3 or this version:http://www.armaholic.com/page.php?id=24097 :-) ---------- Post added at 17:17 ---------- Previous post was at 17:07 ---------- Sorry, this is just an example of hallucinating consumers! No, he's right, the game is beautiful but incredibly unfinished. Of course the diehard fanboys will never admit it. Great mods, such as ALIVE, and the in-development bcombat ai behaviour modifier should have been an integral part of the game right from the start. Add-ons are great, but modders shouldn't have to be left to fix the basics defects and lack of content/features. It's great to sell a game based on its moddability, but knowing that there are really talented modders out there who will get the game sorted can also be an excuse for laziness or money saving. This series has been around long enough by now to have got some of these tedious faults sorted out. Share this post Link to post Share on other sites
maturin 12 Posted January 20, 2014 Even my own avatar will sometimes be killed in one shot from a sidearm over 300m away, No AI ever made by Bohemia has ever shot a handgun at anything 300m away, ever. No, he's right, the game is beautiful but incredibly unfinished. Of course the diehard fanboys will never admit it. No, he's talking about glitches that are factually non-existent. So stick your fanboy talk where the sun don't shine. I live in the real world and point out actual problems, instead of expansively waving my hands in the air and sighing about all the awfulness that may or may actually reflect the game's state. Share this post Link to post Share on other sites
bauerhousebourne 1 Posted January 20, 2014 Did you aim correctly? Since Arma features realistic bullet balistics, most rounds tend to gain height 30m-250/300m. (shown in the video linked above) This is a problem most people encounter in this game. Share this post Link to post Share on other sites
scrim 1 Posted January 20, 2014 I've seen AI take a shot to the helmet at close distance and survive. One round. If anyone claims he's hit an AI with a full clip from any weapon in the head without killing it, he's either running a dodgy mod, experiencing severe desync, or lies. Share this post Link to post Share on other sites